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Extraction shooter Sand delayed from March as Ukrainian developer cites 'a difficult few months' with 'severe power outages and air alert disruptions'




Sand: Raiders of Sophie, the PvPvE extraction shooter where you build and drive huge stompy mechanical bases around on a desert planet, "will not be releasing this March" as planned, developer Hologryph announced today...
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An update on the SAND Release Date

[p][/p][p]Hey all,

We want to be completely up front and honest with you here, Sand: Raiders of Sophie will not be releasing this March, and we want to give some context on why here today. 
[/p][p]It’s been a difficult few months for us here in Ukraine, with frequent severe power outages and air alert disruptions causing some major complications and resulting in a lot of key features that we had hoped to have finalised and implemented at this stage being behind schedule.
[/p][p]To keep it transparent, this is what’s either left on our to-do list or is in the final stages of implementation:[/p]
  • [p]AI Mobs Improvements
    AI improvements are a key focus, as we continue to refine Upiors’ behavior, including response time, pathfinding and overall AI. Melee Upiors are being made more aware and agile, with the ability to dodge shots and adapt to the players actions. We’re also expanding their audio with more voicelines and situational reactions.[/p]
  • [p]Server Physics Optimization
    We’re optimizing how server-side physics calculations are handled to improve performance, especially in large-scale battles. These changes are aimed at stabilizing tick rate and may allow for higher player counts in the future.[/p]
  • [p]Overall Server Performance
    Backend issues identified during the playtest, improving database reliability and response times continue to be a key focus. Additional fallback systems are being implemented to better handle future issues.[/p]
  • [p]Client Performance Optimization
    We’re working on optimizing heavy visual effects like shadows and particles, alongside broader general work to improve FPS. Trampler movement on the client is also being optimized to reduce performance impact. These improvements will significantly improve performance on lower-end hardware.[/p]
  • [p]Disconnect Handling Improvements
    We’re rebuilding the disconnect system with a focus on stability and consistency, aiming to provide a smoother experience for users who disconnect from ongoing expeditions.[/p]
  • [p]Infantry Arsenal Expansion
    We’re introducing a new revolver, the EB “Vita,” along with additional weapon interactions and customization. Ongoing changes include reworking damage falloff, refining recoil behavior and adding custom ammo types to expand combat depth.[/p]
  • [p]Armor & Heavy Weapons Adjustments
    We’re updating armor visuals and tiers, each with distinct regeneration stats. At the same time, we’re rebalancing cannons by introducing falloff/recoil and adding custom shells.[/p]
  • [p]Addressing the Tower Meta
    We’re developing systems to reduce the effectiveness of “tower” trampler builds without harming standard designs. This includes introducing a vertical center of mass and movement penalties for unstable structures, along with removing building elements that contributed towards this meta.[/p]
  • [p]QoL & Anti-Cheat
    An anti-cheat system has now been implemented, alongside AFK detection, controller support with aim assist and improvements to the loading experience.[/p]
  • [p]World & Economy Expansion
    We’re opening a new island, Raumnadel and bringing back Contracts (Pawn Shops) for item trading. Additional POIs are also in development that we hope to be present on launch.[/p]
  • [p]General Gameplay Improvements
    We’re continuing to fix bugs, rebalance systems and iterate on gameplay based on playtest feedback.[/p]
[p]There are a few other larger additions we’re working on based off of player feedback. These include onboarding to make the game more accessible for newcomers, improvements and expansion on the PvE elements of the game and long term progression. We’ll share more about these soon.[/p][p]We will shortly release another development update with updates on our progress and details of a server slam we plan to hold in the interim that we hope to see many of you join us for.

Thank you all for your understanding and patience, we appreciate that this isn’t the news you wanted to hear but assure you that this delay is purely in the interest of delivering you all the best SAND experience possible on launch.

- tinyBuild Games/Hologryph    [/p]

'A firm announcement is dependent on this final stretch of work': Fans are spinning out over extraction shooter Sand's lack of a specific March release date




Somehow it's already the end of March, and as the growing stack of upcoming 2026 games climbs ever taller, we're rubbing our hands gleefully together at all the cool stuff we'll be playing over the next several months...
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SAND Development Update - January '26 | What's the latest in 2026?

[p][/p][p]Servus Allies! [/p][p][/p][p]A couple of weeks ago, we announced that SAND: Raiders of Sophie will be launching this March and today, we want to share some of the work our developers have been doing in preparation for this rapidly approaching release date. [/p][p][/p][p]Read on to find out what's been happening behind the scenes lately![/p][p][/p][h3]What have your main focuses have been over the last month?[/h3][p][/p][p]Over the past month, our primary focus has been on technical issues and bug fixes. This has largely involved addressing problems that lingered after the last playtest, while also giving us the opportunity to make progress on some longer-standing plans for areas of the game that had been put on hold while we addressed the playtest feedback.[/p]
  • [p]We've implemented full controller support: improving control comfort, aiming, and aim assist. We'll be balancing this during some upcoming internal playtests, but it's already working pretty nicely in game.[/p]
  • [p]Parkour animations have been (re)added to the game! The character no longer “floats in the air” when jumping onto surfaces, which addresses a very common complaint during and following the playtest.[/p]
  • [p]We've identified and fixed numerous disconnect issues in corner cases, such as during loading or specific events. Many of which were key issues during the last round of playtests.[/p]
  • [p]We also created several prototypes of compartments and weapons. Some didn’t quite work out exactly as planned, but many others turned out really well but we’ll share more about them in a future dev update![/p]
[p][/p]
  • [p]Our artists finally had time to fix up materials, starting with everything brick-related. So a number of textures in the game have been significantly improved or reworked.[/p]
[p][/p]
  • [p]We made it possible to load cannons with different types of shells, and accordingly added more shell variants.[/p]
[p][/p]
  • [p]We added a new type of point of interest - the Gunboat. (and have a couple more up our sleeves we hope to get added before March...)[/p]
[p][/p]
  • [p]A third tier for revolvers and the shotgun have been added to the game.[/p]
[p][/p]
  • [p]Item sorting has been completely reworked. Items are now grouped by type instead of being scattered “randomly" (which was another very common complaint during the playtest).[/p]
[h3]

How is optimization coming along?:
[/h3][p]Very well, with recent internal playtests seeing a huge increase in performance and stability over even the latest playtest builds. Here's a little summary of some of the areas of focus the last couple of months: [/p]
  • [p]Good progress has been made on game server optimisation. In large-scale battles, the server now maintains a higher update rate than before.[/p]
  • [p]Shadows have been massively optimized to improve overall game performance.[/p]
  • [p]Multiple backend systems have been reworked. While a lot of these were minor changes, they still have a sizable impact on performance.[/p]
  • [p]Trampler movement has also been optimized significantly, reducing the CPU time required for its calculations.[/p]
[h3]Anything else you'd like to share?[/h3][p][/p][p]We've seen a lot of questions about it recently and wanted to inform everyone that the minimum and recommended specs do not reflect the game in its current state. These will be updated closer to launch to better align with the game’s final performance and more in line with comparable modern titles.[/p][p]
Wishlist SAND: Raiders of Sophie on Steam now to be notified when it launches on Steam! [/p][p][/p][p][dynamiclink][/dynamiclink]Come and join us on our social media pages to keep yourself up to date with all the news and updates for SAND or join the discussion over on Discord now! [/p][p][/p][p]Discord - Facebook - Twitter - Instagram [/p][p][/p][p]- Hologryph & tinyBuild Games[/p]

The PvPvE extraction shooter where you build and drive a huge stompy mechanical base across a ruined planet gets a Steam release window




I love the idea of building a huge mechanical mobile base and using it to stomp my way around a post-apocalyptic landscape on giant metal legs. Throw in a PvPvE system where I can battle other players' bases and raid ruined cities for resources, and set the whole thing in an "industrial alternate history of 1910" ruled by the Austro-Hungarian Empire... yeah, Sand: Raiders of Sophie is ticking a lot of boxes for me...
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